It's true that Profiles are treated separately to your regular save-data - though each Profile does have its own record of save files.
How and when exactly the game's "live" data is reset/loaded will vary by the game's design, however. I…
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As in, a separate object that gets pareneted to the PersistentEngine?
It's already possible to modify the PersistentEngine prefab - it's in /AdventureCreator/Resources.
Thanks for the details.
What you're seeing is as intended - though I can understand the confusion.
To clarify: a single Set Interaction Parameters component is intended to change the parameter values of a single Interaction.
If you want to set th…
To be clear: is this occuring with a specific line, or all lines? Also, when you say "conversation", are you referring to AC's Conversation prefab - or just a series of speech lines?
Does the issue persist if you move the speech to the O…
Welcome to the community, @whatsupworld.
I think that's a good suggestion for the template itself - I've gone and updated the package with a new speed field in the Arranging Puzzle Manager component's Inspector, which will apply a smoothing affect …
When AC repositions a Menu due to its Position setting, it will do so by controlling the position of the assigned RectTransform boundary.
What is your Menu's Position property set to, and what behaviour do you want the Subtitles menu to have?
If y…
The red box is reliant on Unity's Gizmo system - check that "AC_Trigger" is checked in the Gizmo dropdown when clicking the top-right icon of the Scene window.
Also check that your Trigger's Collider and AC_Trigger components are expanded…
What are your AC/Unity versions, and is this occuring for a specific line, or all?
Does the line have associated audio, use tags, or is played through Timeline?
If the menu uses Unity UI, temporarily switch its Source over to Adventure Creator to …
The asset being reverted upon updating AC can be prevented by omitting it from the Import Package window.
Are you able to reliably recreate the error messages? If so, open up ACEditorPrefs.cs, and look for the line:
settings = CreateInstance<A…
Don't worry - we'll sort these issues out.
It sounds like the issue is less to do with Player-switching and more to do with Player0, since your description all feature Player0 having the issue despite the other settings. You can test this by tempo…
The script is intended only for the "new item" menu. If you want to make modifications for an "examine" menu, be sure to use a copy so that it doesn't affect the original menu's behaviour.
Because it's intended to be for the &q…
Welcome to the community, @devannika.
Apologies for the trouble - I will attempt a recreation.
Are both instances of the SetInteraction Parmaeters attached to the same object, and could you share a screenshot showing Inspector of both Set Interact…
Open up MenuSlider.cs and change line 763:
float amount = Time.unscaledDeltaTime;
to:
float amount = Time.unscaledDeltaTime * 0.2f;
Replacing "0.2" with the speed factor to apply. What value gives better control on your end?
Not built-in, but you could make use of a custom Action or script to do this.
This function will hide all elements in a given Menu:
public string menuName;public void HideAllElements (){ AC.Menu menu = AC.PlayerMenus.GetMenuWithName (menuName);…
If you want to save the state of the "Stop Headbob" parameter, attach AC's Remember Animator component - that'll keep a record of all the Animator's parameter values.
You can loop an ActionList by setting the last Action's "When running" field to run the first Action.
In the ActionList Editor, this is a case of dragging a "wire" from the output socket of the last Action onto the first.
It's not associated with any specific Hotspot - detach it from the Hotspot and add to an empty GameObject that you can prefab.
Set the "Coin Item ID" to the ID number of the Coin item in your Inventory Manager. This will be the number to…
AC keeps a record of your game's Menus inside its Menu Manager.
Each Manager is an asset file, listed at the top of each Manager's tab. If you click on it, you'll see the file "pinged" in the Project window.
You can export this file int…
Create a Bool parameter in the Animator named e.g. "Stop Headbob", and also add a new empty state in the Base layer.
Then create a transition from "Any State" to this new empty state, with "Stop Headbob = true" as a co…
The default yellow labels come from the Hotspot prefab having a label gizmo assigned at the top of its Inspector.
Adding such a gizmo programatically is a bit tricky, but can be done through reflection. It's not related to AC, but scripts to help …